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Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

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Sweetwater.I

The Man Himself
Colonel
Retired
Wall of Honor
Local time
2:55 AM
1,304
424
Markdown (GitHub flavored):
## 0.96.7a-7cav-0.3 (2021-05-03)
* Added: Block for non-pilots entering buildable air vehicles (You must be in pilot spot to pilot a vehicle)
* Tweaked: `CBA_Settings` for `ACE_Medical` to be more forgiving due to infrequent support assets (Less fractures, Less instant bleedouts).
* Tweaked: ACRE Radios to ARCADE Mode, So I maintain sanity when someone tells me that ACRE is broken cause they can't comprehend 20km range LOS.
* Tweaked: `ACE_Settings` so ballistics is disabled. Mainly so people stop telling me its the reason the server runs slow.
* Fixed: Issue with mission default parameters that caused CUP Maps to think a bullet hole is a destroyed building and thus tanking civ reputation.
* Fixed: Parameter setting that adjusts the AI count to Player Count, which sound great until you have 350 units and 10 SFPS.
* Fixed: Unit Cap settings to allow for less overhead until Tact 2 is configured properly.
* Removed: Errant `Kill_Report` -> Will be added in future update.
 

Boyd.M

Reservist
Reserve
Local time
12:55 AM
625
881
It would be really cool to have a carrier compatible jet on the carrier when we roll to a new map. We start there with 3 ravens and a grizzly and having that air superiority would be nice early game. the f/a 181 works i think, basic jet and would better support alpha company right off the bat.
 

Kastor.K

Corporal
Active Duty
2/A/1-7
S7 Staff
Local time
8:55 AM
1,382
1,201
Tweaked: ACE_Settings so ballistics is disabled. Mainly so people stop telling me its the reason the server runs slow.
Uh, so we're firing lasers now or...? There's no drop or wind doesn't affect the bullet path?

Is this temporary so that evidence of no effect on server speed is tracked - or permanent?
 

Mazinski.H

Staff Sergeant
Active Duty
1/B/1-7 SL/ASL
S3 Staff
Local time
12:55 AM
951
1,268
Uh, so we're firing lasers now or...? There's no drop or wind doesn't affect the bullet path?

Is this temporary so that evidence of no effect on server speed is tracked - or permanent?
There is still drop and wind effects, it is just more basic (features of Advanced Ballistics are here. Note that there are still wind effects and bullet drop, it just isn't as intense). I can't speak for the current file, but my understanding is that the performance issue was documented before on the old ALIVE file which is why it was disabled on that file around December of 2019. Same reason why WFW doesn't have it enabled.
 

Boyd.M

Reservist
Reserve
Local time
12:55 AM
625
881
It would appear that the only HOG options on Tac2 are A10D or A10A, both of which are pretty awful and not our standard warthog. It this intentional or an oversight? Alpha uses the A-10C as a standard, and not having it as an option even for a zues to spawn (Mazinksi couldn't find it at all) really sucks.
 

Sypolt.R

CW5
Active Duty
Regimental Aide
Regimental HQ
S6 HQ
Local time
3:55 AM
2,685
666
It would appear that the only HOG options on Tac2 are A10D or A10A, both of which are pretty awful and not our standard warthog. It this intentional or an oversight? Alpha uses the A-10C as a standard, and not having it as an option even for a zues to spawn (Mazinksi couldn't find it at all) really sucks.

A-10C is both purchasable for resources at fobs as well as spawnable via zeus, as shown below. Not sure what issue Maz was having.

4ce7461b09.png


0ea9e1efaa.png
 

Mazinski.H

Staff Sergeant
Active Duty
1/B/1-7 SL/ASL
S3 Staff
Local time
12:55 AM
951
1,268
A-10C is both purchasable for resources at fobs as well as spawnable via zeus, as shown below. Not sure what issue Maz was having.

4ce7461b09.png


0ea9e1efaa.png
That's so weird, I literally couldn't find it at all. I just had the ability to spawn the A-10A and that was it.
 
Local time
1:55 AM
12
14
Love the new style and layout of the server. I get a little brainf**ked when looking at the map with all the things on it, but that's a me problem. However the last 2-3 days every time I join it seems super laggy. Take a shot at a dude only 200m away, and wait 2 seconds for the shot to hit, then another 2-3 seconds for the guy to react to it. Is the server just in need of a restart or is there some other solution that I'm not aware of? 3 of us today experienced this and we all had to DC as its was near unplayable.
 

Sweetwater.I

The Man Himself
Colonel
Retired
Wall of Honor
Local time
2:55 AM
1,304
424
Love the new style and layout of the server. I get a little brainf**ked when looking at the map with all the things on it, but that's a me problem. However the last 2-3 days every time I join it seems super laggy. Take a shot at a dude only 200m away, and wait 2 seconds for the shot to hit, then another 2-3 seconds for the guy to react to it. Is the server just in need of a restart or is there some other solution that I'm not aware of? 3 of us today experienced this and we all had to DC as its was near unplayable.
Around 2 hours after ur post, with continuous debugging we found one of the parts of the mission that was causing severe rubberbanding issues. It's significantly more stable as it was. we have been working around the clock adding patches and getting new updates for each restart we do.
 
Local time
1:55 AM
12
14
Around 2 hours after ur post, with continuous debugging we found one of the parts of the mission that was causing severe rubberbanding issues. It's significantly more stable as it was. we have been working around the clock adding patches and getting new updates for each restart we do.
Played again tonight. MUCH smoother! I was running at nearly 50-60FPS until we got into heavy combat.

Only gameplay issue we experience was a mostly dead server, so only a few of us online... and we were met with quite stiff resistance at a simple Guerilla camp... Armor, paratroopers, Armed Mi8's doing strafing runs. Seemed a little un-matched when the server pop is low.
 

Eugene.R

Corporal
Discharged
Local time
2:55 AM
234
194
I think this would be cool to see more of, but you can't really force people to do it though it's more of a volunteer thing. It would be cool to see people especially medics using body bags for those who are deceased on the field and calling a Buffalo to come pick them up and bring them back to base instead of leaving corpses out there. If a Zeus has the capability of doing so after they are unloaded and put some where they can then delete them. I personally do this, because it brings more immersion in the field.
 

Sweetwater.I

The Man Himself
Colonel
Retired
Wall of Honor
Local time
2:55 AM
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424
That's so weird, I literally couldn't find it at all. I just had the ability to spawn the A-10A and that was it.
I noticed that the air/helo cap was -1 on the screenshot, the FOB Sypolt located at didn't have the correct buildings -- I.E flight control and hangar/missle trolley to build any other fixed wing assets. You also need to double check and see if the A10-C is a unlock on the map. so even if u see it on the build list, you still need to check for that and make sure u have the supply. -- Typically we spawn 1-2 airframes for the start to get it going, but its a consideration that if they crash the airframe then they gotta rely on logisitics to get the supplies to build another.

As far as it not showing in zeus, that might be a addon's issue with the module. or you may just need to re-assign yourself the slot due to the buggy nature of high player count and client scripts wigging out.
 
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Sypolt.R

CW5
Active Duty
Regimental Aide
Regimental HQ
S6 HQ
Local time
3:55 AM
2,685
666
Markdown (GitHub flavored):
## 0.96.7a-7cav-0.5.5
* Added: System Chat messages for teamkills/civilian kills/resistance kills/epw kills
* Fixed: Multiple performance enhancements to various systems
 

Kastor.K

Corporal
Active Duty
2/A/1-7
S7 Staff
Local time
8:55 AM
1,382
1,201
did u just subversion my versioning?
:cavdab:
He substantially subverted your subversioning with subordinate subindexed subdivisions. What subterfuge! ;)
 

Knights.Z

1st Lieutenant
Retired
Local time
8:55 AM
486
729
There is still drop and wind effects, it is just more basic (features of Advanced Ballistics are here. Note that there are still wind effects and bullet drop, it just isn't as intense). I can't speak for the current file, but my understanding is that the performance issue was documented before on the old ALIVE file which is why it was disabled on that file around December of 2019. Same reason why WFW doesn't have it enabled.
I can comment on this as I was actually part of the S3 Dev team along with Citarelli.D who originally discovered the issues whilst we were working on the ALiVE mission file at the time.

Essentially, we figured out that ACE Ballistics and ACE Fragmentation (which I think also encompasses vehicle cookoffs) caused HUGE losses in server FPS and CPS whilst any massive firefight was ongoing, so we disabled it. I'm sure Citarelli would have the specifics.
 

Citarelli.D

Specialist
Discharged
Local time
3:55 AM
139
175
I can comment on this as I was actually part of the S3 Dev team along with Citarelli.D who originally discovered the issues whilst we were working on the ALiVE mission file at the time.

Essentially, we figured out that ACE Ballistics and ACE Fragmentation (which I think also encompasses vehicle cookoffs) caused HUGE losses in server FPS and CPS whilst any massive firefight was ongoing, so we disabled it. I'm sure Citarelli would have the specifics.
I personally worked hand in hand with S6 and Sweetwater.I at that time to run a profiler on the cpu. We discovered that whenever someone fires it causes huge lag on the server. Multiply that by however many ai and people are firing and you have yourself a disaster.

Also at the time frag and ball were opening arrays and never closing them. This killed the server over time. Sweets will know more but iirc ballistics sucked and so did frag.

Disable both for better server performance. Frames went up by a factor of 4 on the server during extreme loads.
 

Sweetwater.I

The Man Himself
Colonel
Retired
Wall of Honor
Local time
2:55 AM
1,304
424
I personally worked hand in hand with S6 and Sweetwater.I at that time to run a profiler on the cpu. We discovered that whenever someone fires it causes huge lag on the server. Multiply that by however many ai and people are firing and you have yourself a disaster.

Also at the time frag and ball were opening arrays and never closing them. This killed the server over time. Sweets will know more but iirc ballistics sucked and so did frag.

Disable both for better server performance. Frames went up by a factor of 4 on the server during extreme loads.
I'm pretty sure we bashed heads a lot trying to figure out which exact module was causing the lag, was it ballisitcs or fragmentation. or both? dont know, but the EH spam on the pool was enough to note that it could be either but I've always leaned to fragmentation cause of the projections on framents + the obvious effect when someone with a Mk19 throws the whole magazine into a building.
 
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